That page could use some offsets, couldn't it? As for other stats, that's mostly based on whether or not you make it a physical or magical action. There are also some hard-coded considerations in there, but those are documented. I can offer some help if you tell me what you need.
Offsets are the spice of life.
I guess what I'm needing is the addresses for as many of these functions as possible, or some advice on how to track them down and make the changes. I'm hoping the physical formula is easy to change at least, though I can see the multipliers being a problem if there's no space to extend the calculation used for some of them (though a formula adjustment might be enough on it's own; the major problems they cause mostly comes in when damage starts to creep toward 5000).
So what I've been doing is some number crunching and looking for a way to adjust the physical attack formula that isn't too drastic and which a) pushes the emphasis away from character level and more toward the actual character attack instead and b) falls within some nice ranges for progression based more heavily on equipment. Here's what I've got:
[Old Formula]
x = ( Actor's Level * Actor's (M)Attack ) / 32
y = ( Actor's Level + Actor's (M)Attack ) / 32
z = Actor's (M)Attack + ( x * y )
z = z * ( 512 - target's defense ) * Attack's Power
Damage = z / 4096
[Proposed Fix]
x = ( Actor's Level + Actor's (M)Attack) / 2
y = ( Actor's Level + Actor's (M)Attack )/ 32
z = Actor's (M)Attack + ( x * y )
z = z * ( 512 - target's defense ) * Attack's Power
Damage = z / 4096
The value in X loses the multiplication between Lv and Attack, with a smaller division, which makes it scale a lot less while still getting a reasonable value out for the rest of the calculation to use. This is the scaling of physical damage using the proposed formula (hoping I've worked this out right):
[Lv.99 + 200 Attack vs. 100 Defence]
X = 150
Y = 9
Z1 = 1550
Z2 = 10316800
Damage = 2519
[Lv.99 + 200 Attack vs. 200 Defence]
X = 150
Y = 9
Z1 = 1550
Z2 = 7737600
Damage = 1889
[Lv.75 + 200 Attack vs. 100 Defence]
X = 138
Y = 9
Z1 = 1442
Z2 = 9505664
Damage = 2343
[Lv.50 + 200 Attack vs. 100 Defence]
X = 125
Y = 8
Z1 = 1200
Z2 = 7910400
Damage = 1931
[Lv.25 + 200 Attack vs. 100 Defence]
X = 113
Y = 7
Z1 = 991
Z2 = 6532672
Damage = 1595
[Lv.25 + 100 Attack vs. 100 Defence]
X = 63
Y = 4
Z1 = 352
Z2 = 2320384
Damage = 567
[Lv.10 + 200 Attack vs. 100 Defence]
X = 105
Y = 7
Z1 = 935
Z2 = 6163520
Damage = 1505
[Lv.10 + 50 Attack vs. 100 Defence]
X = 55
Y = 2
Z1 = 485
Z2 = 1054720
Damage = 258
So there's a nice upper range of 2500 (excluding multipliers) at the top levels + equipment, while the lower levels deal good chunks of damage with a decent low-high range that makes your set-up much more noticeable during the early stages of the game (whereas before you'd be looking at a difference of maybe 20-50 damage going through Lv.7-20).
Another part of getting physical attacks balanced properly is dealing with the crazy multipliers and reductions that the game adds (and stacks) to damage. As numbers get higher, these reductions/multipliers become more and more potent which makes it nearly impossible to get things under control. Reducing these %s would help things immensely:
Critical Hit:
Damage = Damage * 3 / 2 (1.5% increase)
Berserk:
Damage = Damage * 4 / 3 (1.25 increase)
Long Range Reduction
Damage = Damage / 4 * 3 (25% reduction)
Defend Reduction
Damage = Damage / 4 * 3 (25% reduction)